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Hey everyone, here's a full race movie featuring top records on maps with weapons on them!
I had a bunch of fun running these maps and editing this video, and I hope everyone can enjoy it as much as I did creating it. I'm open to any feedback/critique from anyone

Is jump height intentionally around 61u high? Its weird because you can go higher if you buffer your jump.
Example:
Try this on a 61u and 62u high brush.
Move toward the brush, Jump once, then hold jump mid air and you go a little higher (1u) on the second one because its buffered. You can go 62u high with this jump but only 61 from a non buffered jump.
Also after you get go up stairs your player ends up 0.13u above the surface, after you wait some time or jump to reset your player position you eventually end up 0.5u above the floor. You would think thats not very much but it does affect some jumps and consistency. I understand that there has to be some smoothing for stairs but it should reset faster.
It would make sense that you can jump onto any 64u high block as thats what the grid is based off and its already almost there, only 2 or 3 units off from making it.
Edit: Heres a demonstration of the stairs thing, the numbers displayed are player Y position.

I made a thing. Please read the description, it has links to the tutorials that helped me learn the game (looking at you guys, @KovaaK & @entik!), as well as links to some nice Reflex race videos by wh1te. Those will give you an idea of how deep the movement system goes and just how fast the high skill players can go.
It ain't perfect, it was unscripted, but hopefully it will help some people. Share it and show the world how cool Reflex is

Hey,
first of all I was asking some guys (or girls) if I was right (just to be sure of my observation) and they agreed but deemed it so unimportant that they felt the need to tell me: "go wank on reddit" so maybe it is really not important but it seems to me...
okay the point:
if I jump and crouch I would expect that my cross-hair stays consistent and the model "crouches" the legs up but that is not the case the model goes down with the point of view or upper body model part.
so if I jump and crouch in the middle of the jump the cross-hair goes: jump=up, crouch=down, finishing jump movement=up again. up down up.
if I crouch at the highest point of the jump, the time of the jump is the same (which wouldn't be the case if the legs would get pulled up) but the point of view/crosshair goes down so it seems as one would fall faster what is of course not the case just the downwards movement of the upper body model part and so the pov makes it an "optical illusion" as if one would fall faster.
the problem seems that the animation of the model when crouching walking/standing is the same when crouching in mid-air, while actually it should be a different one.
= pulling the legs up and let the cross-hair/point of view consistent with the jump height.
that would also make possible to use crouching as a method to reach jumps one wouldn't make slightly without being couched.
I know it's not a big bug but it's somehow wrong and fixing it would extend the jump mechanics a little bit, for me it looks "buggy" if my cross-hair goes up-down-up while crouch-jumping...
hope it wasn't a waste of time and I should have gone "wank on reddit"...
greetings
A.

First off I know this isn't an issue with my mouse, I play Quake Live and several other games and have no problems.
In Reflex from time to time, not extremely commonly but once every few matches or so I'll try to fire a weapon that's not in it's reload and it won't fire. I've specifically noticed this with the Shotgun but it may happen with other weapons.
I've had a similar occurence with jumping. I have Mouse2 bound to jump and sometimes jumps don't register. This usually happens going for double jumps and triple jumps, which is horrible because this is a skill based mechanic. I've also had it happening when doing strafe jumping on Reflextrain though.
If I had to put a number on it I'd say maybe 1/100 times these things happen, but sometimes it's more often or less.
I recently had my weapon not fire and jumping problems multiple times in one match and it's making me not want to play Reflex at all. It's extremely frustrating whenever it happens.

Hello,
I just realized a few hours ago that I wasn't able to double jump off another player's face anymore. Why so? Was it removed by purpose, or did it haveto go due to player size-jump height proportionalities? I mean, it was pretty fun telling a teammate to hold up so you could get up certain positions, or springing out of a corner to get a quick bolt before ascending to another floor

Hello
Figiured wouldn't it be nice if there was some sort of feature where if you hold space, it will only autohop while you have an upwards velocity above 0? It's be a lot better to do things like double jumps, mini stair jumps, climbing ladders etc. since I figiured that Reflex would not work with a normal autohop when holding space like in QL, since it would be overused and (apparently) require considerably less skill.
Any thoughts on the idea?
Edit: My views are changed. I am against the idea of autohop completely now that I have learned what it'd do What do you think?

Simple straferun map where you can compare your runtimes and speed with other people instead of everyone doing their own 1 minute one brush maps. I put beams to the side of the walls to prevent wallstrafing. Video above is an average demonstration, for now my personal best time is 16.703 with ending speed of 1639ups. Go beat it Download: http://reflexfiles.com/file/312

Hello, quick suggestion, I find it kinda annoying having to keep doing trial and error to figure out where a jumppad would take the player and where the exact landing point would be, so I had a look a unreal engine 4's editor and saw something pretty cool. Wouldn't it be nice if a jumppad would visually display the arc which a stationary player, to land from above in the center of the jumppad, as the path of where the bottom point of the player would go? That way it would easily show the exact path, and exact landing spot.

Fairly simple map, circle jumps ranging from 260u to 420u increasing by 20u each "level". Teleports to reset and take you to the next level and the final teleport returns you to the first level. Almost no eye candy outside the teleporters. I left a little bit of wall on each side if you wanted to practice wallstrafing into circlejumps. Thanks to KovaaK and Praxismo for general help with the teleport texture I was messing with and to gr8stalin and Wari for general feedback.
Screens:
Download: http://reflexfiles.com/file/46
It's a pretty simple map so I'm like 90% sure I didn't fuck anything up but if I did let me know and I will fix it.
EDIT: Quickly did a few changes to make a few things look a bit nicer and less blocky. Will update screens later.
EDIT2: Released revised version
EDIT3: Another revision released with some minor trim and two way teleport added